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branch: master
Commits on Mar 12, 2015
  1. Merge pull request #283 from yenatch/master

    authored
    no more baserom
  2. @yenatch

    bump extras so the build actually works without baserom.gbc

    yenatch authored
    also fixed some problems with gfx.py:
    - choking on filenames in graphics conversion
    - faulty 'repeat' method in the compressor
  3. @yenatch

    make compare

    yenatch authored
  4. @yenatch

    builds both 1.0 and 1.1

    yenatch authored
  5. @yenatch
  6. @yenatch

    no more incbins

    yenatch authored
  7. @yenatch

    Unused palette maps?

    yenatch authored
  8. @yenatch

    Get rid of baserom incbins in misc/.

    yenatch authored
    Battle Tower text was hiding here.
  9. @yenatch
Commits on Mar 11, 2015
  1. @yenatch

    Merge pull request #282 from yenatch/master

    yenatch authored
    Halts and more refs/constants.
  2. @yenatch
Commits on Mar 8, 2015
  1. Merge pull request #280 from dannye/master

    authored
    Fix make clean; Final music incbins
Commits on Mar 4, 2015
  1. @yenatch
  2. @yenatch
  3. @yenatch
Commits on Feb 16, 2015
  1. @dannye

    Final music incbins

    dannye authored
Commits on Feb 14, 2015
  1. @dannye

    Fix make clean

    dannye authored
    no more .tx files
    remove rgbds generated files, .map and .sym
  2. @yenatch

    Merge pull request #279 from iimarckus/crystal11

    yenatch authored
    Build both the 1.0 and 1.1 ROMs.
  3. @iimarckus
  4. @iimarckus

    Give an internal Pokédex status variable its own label.

    iimarckus authored
    This new label is used in revision 1.1 of Pokémon Crystal.
Commits on Feb 13, 2015
  1. Merge pull request #277 from yenatch/master

    authored
    Start splitting code out of main.
Commits on Feb 12, 2015
  1. @yenatch
  2. @yenatch

    Move second map header macros into macros/map.asm.

    yenatch authored
    On second thought, keep the data separate from ugly macros.
  3. @yenatch

    Use connection macros instead of guessed values in second map headers.

    yenatch authored
    Some of the under-the-hood connection values are offset by an arbitrary amount. This could be because of a graphical connection editor allowing a shift in the strip destination pointer, as well as the standard alignment value. There is no visible difference, so it can be confusing when two unique sets of values can produce the same result.
    
    Reversing this invisible offset was a major sticking point back when connections were dumped, but it was straightforward this time around. Much thanks to huderlem for articulating this quirk in pokered's connection macros.
Commits on Feb 11, 2015
  1. @yenatch
  2. @yenatch
  3. @yenatch
  4. @yenatch
  5. @yenatch
  6. @yenatch

    Split out map object code.

    yenatch authored
  7. @yenatch

    Split out the diploma code.

    yenatch authored
  8. @yenatch
  9. @yenatch

    Split out spawn points.

    yenatch authored
  10. @yenatch

    Split out map triggers.

    yenatch authored
  11. @yenatch

    Split out the Pokedex code.

    yenatch authored
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